EDIT: folder structure refactoring
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@@ -28,9 +28,9 @@ Thin scene layer that produces `RenderObject`s for the renderer. It gathers opaq
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### Sorting / Culling
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- Opaque (geometry): stable sort by `material` then `indexBuffer` (see `src/render/vk_renderpass_geometry.cpp`).
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- Transparent: sort by camera‑space depth far→near (see `src/render/vk_renderpass_transparent.cpp`).
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- An example frustum test exists in `vk_renderpass_geometry.cpp` (`is_visible`) and can be enabled to cull meshes.
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- Opaque (geometry): stable sort by `material` then `indexBuffer` (see `src/render/passes/geometry.cpp`).
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- Transparent: sort by camera‑space depth far→near (see `src/render/passes/transparent.cpp`).
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- An example frustum test exists in `passes/geometry.cpp` (`is_visible`) and can be enabled to cull meshes.
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### Dynamic Instances
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